Warhammer/Tactics/8th Edition/Legion of Azgorh: Difference between revisions
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'''Infernal Castellan:''' The only BSB choice, so you will need one. He has access to 75 points of magic items and can get a shield even when BSB, so you can protect him easily. Magic banners aren't expensive enough to put on him so you can give him magic equipment and give the magic banner to a unit. This hero is tough, with a 2+/4++ save, T5 and 3 attacks, so make the most of it. | '''Infernal Castellan:''' The only BSB choice, so you will need one. He has access to 75 points of magic items and can get a shield even when BSB, so you can protect him easily. Magic banners aren't expensive enough to put on him so you can give him magic equipment and give the magic banner to a unit. This hero is tough, with a 2+/4++ save, T5 and 3 attacks, so make the most of it. | ||
'''Hobgoblin Khan:''' This is the cheapest Hero choice in the army. You can mount him in a Wolf, give him a few upgrades (light armor, shield, and spear) and send him to hunt war machines for little more than 50 points. It can also be used to redirect charges, as HE eagles, or put inside a Hobgoblin unit to benefit from his Ld7, unnecessary as you will spend most of your time within your General's inspiring presence area. | |||
'''Bull Centaur Taur'ruk:''' A Centaur hero, he is considered Monstrous Infantry, and his profile is appalling for a Hero choice, with 4 Wounds, Strength and Toughness 5 among other things. For 20 points you can get him to 1+ without magic items. The only catch is that to get this guy in your army you have to get a unit of Bull Centaurs too. | |||
===Core Units=== | |||
'''Infernal Guard:''' This unit is the core of your army, they have a good profile and come with 4+ armour and shield. Their weapon options include Great Weapons (a straightforward option when you already have an Initiative of 2), Fireglaives (Halberds and Handguns in one weapon, 24" S4 Armour piercing) or Blunderbusses. Blunderbusses are short-range shooting weapons, and make your IG 18 points per model. This weapon has some special rules that make it interesting: Multiple Shots d3 (one roll for unit, so it's either awesome or terrible), S3 Armour piercing, no multiple shots penalty, and the more models the unit has, the better. At 10+ models it loses the long range and stand and shoot penalties, and at 20+ models they re-roll to Wound. you can also give this unit a Magic Banner up to 50 points. | |||
[[Category:Under Development]] | [[Category:Under Development]] |
Revision as of 11:08, 2 May 2013
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Why play a Forgeworld army and get all the neckbeards to claim cheese while they are deploying cheddar?
If you are a new player, Chaos Dwarves were supported until 5th edition and then got in to Squat territory. In July 2011 Forgeworld released Tamurkhan: The Throne of Chaos, which contained a WHFB army list for a faction of Chaos Dwarves.
What does the Legion of Azgorh offer and what are its main weaknesses?
Pros:
- They are Dwarves with possessed war machines, a Babylonian look (not anymore in the troops, but you still have great centrepieces as the Taurus or the Lammasu)
- The LoA warmachines are often called overpowered, and it's true, but this is compensated by the rest of the army.
- You can field a small, elite army composed of Chaos Dwarves and their war machines or go into battle with a huge Hobgoblin horde.
- K'daai Destroyer. This beast deserves a point of its own. It can wreck completely an army, but is easily countered by a lot of stuff or a 5 point enchanted item. However, if used properly, accompany with a cup to drink your opponent's tears with.
- Their own magic lore, Hashut is a solid choice and goes very well with the rest of the army.
- Their Sorcerers double as Engineers and can use magic while doing so.
Cons:
- Elite army, all the units are very expensive save for the war machines, so it gets evened out with the war machines.
- The equipment is expensive. Blunderbuss specially.
- If you go Hobgoblin-heavy you only have 3 options and they are cannon fodder at best.
They also have the regular Dwarf rules, they don't test to march if they have an enemy within 8", get -1" to pursuing and fleeing, and all Chaos Dwarf units ignore panic tests caused by their Hobgoblin slaves. So use them as the shields they are, and don't mind them dying in droves. All in all, the Legion of Azgorh ends as a middle-tier army, that will get an opponent caught off-guard the first times. What do you mean 24" reach flamethrowers?
Unit Analysis and Summary
Lords and Heroes
Named Characters
Drazhoath the Ashen, Prophet of Hashut: The only named character of this army, he is a Level 4 Sorcerer and Engineer, and rides a Bale Taurus. He can fly to position himself and his mount has a special S5 Flaming Breath attack. Despite that, at 3+/5++ he does not cut it because his setup is suboptimal, as we need at least 2+/4++ on our obvious general. His +1 to combat resolution to all units within 12" is also nice but not that good.
Regular Characters
- All Sorcerers have the Immune to Psychology USR, can LoS if within 3" of a war machine and have to test Toughness when they Miscast (their first failure will add 1 to their T permanently). They can also wear magic armour and by default come with a 4+/5++ versus flaming attacks armor.
Sorcerer-Prophet: The only regular Lord choice for the army. He is a Level 3 Sorcerer with L4 upgrade. Has all the regular Chaos Dwarf stuff, and also a special weapon that has his own table of minor special abilities (as Daemons do now). They have access to the Lore of Hashut (Heroes don't), Metal, Fire or Death. Hashut is the recommended Lore as it combines well with your Flaming weaponry, or can get Hatred in your own units. They also get access to 3 different mounts. It is recommended to buy them 2+/4++ saves.
- Great/Bale Taurus: These guys differ in an extra point of T and 1 extra Wound, and 50 points. Flaming breath weapon, Flying, and gets healed if hit with Lore of Fire. They also hit everyone in close combat with them automatically with S4 (save the rider), and get a -1 to be wounded (for the GT, with T5) or re-roll successful wounds done to it (Bale Taurus, T6).
- Lammasu: This little guy is taken from the Storm of Magic book, and has a nasty CC aura (-1 to be hit, needs confirmation). It can purchase caster levels and has access to Lore of Shadow, so you can get a sorcerer mount for your sorcerer. However, as he will only get level 2 don't count on Mindrazor, but you can get access to some Hexes.
Daemonsmith Sorcerer: Wizard-Engineer too. Has access to Fire, Metal and Death. May upgrade to Level 2 Wizard and comes with a S5 magic weapon by default.
Infernal Castellan: The only BSB choice, so you will need one. He has access to 75 points of magic items and can get a shield even when BSB, so you can protect him easily. Magic banners aren't expensive enough to put on him so you can give him magic equipment and give the magic banner to a unit. This hero is tough, with a 2+/4++ save, T5 and 3 attacks, so make the most of it.
Hobgoblin Khan: This is the cheapest Hero choice in the army. You can mount him in a Wolf, give him a few upgrades (light armor, shield, and spear) and send him to hunt war machines for little more than 50 points. It can also be used to redirect charges, as HE eagles, or put inside a Hobgoblin unit to benefit from his Ld7, unnecessary as you will spend most of your time within your General's inspiring presence area.
Bull Centaur Taur'ruk: A Centaur hero, he is considered Monstrous Infantry, and his profile is appalling for a Hero choice, with 4 Wounds, Strength and Toughness 5 among other things. For 20 points you can get him to 1+ without magic items. The only catch is that to get this guy in your army you have to get a unit of Bull Centaurs too.
Core Units
Infernal Guard: This unit is the core of your army, they have a good profile and come with 4+ armour and shield. Their weapon options include Great Weapons (a straightforward option when you already have an Initiative of 2), Fireglaives (Halberds and Handguns in one weapon, 24" S4 Armour piercing) or Blunderbusses. Blunderbusses are short-range shooting weapons, and make your IG 18 points per model. This weapon has some special rules that make it interesting: Multiple Shots d3 (one roll for unit, so it's either awesome or terrible), S3 Armour piercing, no multiple shots penalty, and the more models the unit has, the better. At 10+ models it loses the long range and stand and shoot penalties, and at 20+ models they re-roll to Wound. you can also give this unit a Magic Banner up to 50 points.